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Sol-Badguy-Yamataro

May 18th, 2009, 9:09 pm

Average Rating: None
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Author's Comments:

Reply Advertisement, October 21st, 2017, 1:52 am

User's Comments:

Reply The Neroe, May 18th, 2009, 9:10 pm

The pants could be a little lighter, but overall it looks good.

Reply Evilagram, May 18th, 2009, 9:20 pm

I posted a long critique about this. Gone now.

Here's a tutorial on shading.

http://www.natomic.com/hosted/marks/mpat/shading.html

Reply NoHeroesLeftInMan, May 18th, 2009, 9:24 pm

@Evilagram I'll repost the comment.

Evilagram said:

Lighten up on the ponytail, way too thick, also, Sol's has more gravity on it than yours.

The bangs in the hair need to get directional. Notice how on the actual sprite they branch out in specific directions that complement each other? In this one they just stick out in random crazy directions.

Sol's headband only has the red plate in the front, get rid of the parts around the head, cover them with hair.

The outline is seriously screwing this up. Try studying the work of SNK, and figuring out how to work without an outline. Since I doubt you want to work in an outlineless style like me, use that knowledge when necessary. Try to reduce outlines between objects like the pants and shoes, but keep them on the outside. The values of the colors should communicate the difference between different sections. If it doesn't look good in 4 color grayscale, then it probably won't look good in color either.

Keep your palette size small. Notice how the reference (and Sol's actual sprites) keep the number of colors limited. In your ref there are 4 colors for reds, 4 for blacks, 4 on skin, 6 on hairs/browns, 4 on whites, 4 on bluish whites, 4 on bluish darks, and 4 on golds. That makes 46. This is a fairly large palette, for a fairly large sprite (not pixel art, learn the difference). Truth is, they probably re-used a bunch of colors in that palette, like some of the lighter shades, and some of the darker shades, which cannot be told apart. Point is, your sprite is a mess of way too many colors.

Next, the pose. The weight is way off. Notice how in the ref, there is a clear line from the left foot to the head. This is weight. In yours, it's sorta tipped over like the guy would fall if not for his sword. Actually, he'd probably tip over and drag his sword along with him. Learn what lines of action are. They're a big principle in figure drawing, and animation.

Next, color choice. I already mentioned how your palette is a bloody mess, but really, try picking colors that complement and contrast each other. Due to the unbalanced palette and values in the sprite, the eyes end up as a heavy contrast to the rest of the sprite, becoming really jarring, drawing attention away from the form and to the (in this case) unimportant, eyes.

Reply Dark Dragon X80, May 18th, 2009, 9:27 pm

I guess that's one way to fix things...
I should printscreen all of that for shitz and gigglez

Reply Reds, May 18th, 2009, 9:51 pm

If you want to look back on the war.

http://worldwarsj.webs.com/

Complimentary of Reds/Riex/Benji, enjoy.

Reply Neociz, May 18th, 2009, 10:01 pm

Lookit a drawn avi.

Oh wait, it's based on a edit so it too is wrong.

:C

/feeds the flames

Reply NoHeroesLeftInMan, May 18th, 2009, 10:09 pm

Stop, Neo.
>:C

Reply true mercha, May 19th, 2009, 6:03 am

my avatar is an edit


i hate myself


boohoo

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